Monday, January 3, 2011

General Rules: Monsters - Demon, Rutterkin

Demon, Rutterkin (from the Book of Vile Darkness)
Medium Outsider (Chaotic, Evil)

Hit Dice: 5d8+10 (32 hit points)
Initiative: +2
Speed: 20 feet
Armor Class: 18 (+2 Dexterity, +6 natural); touch 12, flat-footed 16
BAB/Grapple: +5/+7
Attack: Double axe +6 melee (1d8+2, slashing, 20 x3)
Full Attack: Double axe +6/+6 melee (1d8+2/1d8+1, slashing, 20 x3) or 2 claws +7 melee (1d6+2, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like abilities
Special Qualities: Demon traits, DR 5/silver, outsider traits, SR 14, summon demon
Saves: Fortitude +6, Reflex +6, Will +5
Abilities: Str 14, Int 9, Wis 12, Dex 15, Con 14, Cha 10
Skills: Climb +8, Intimidate +5, Jump +10, Listen +5, Move Silently +6, Spot +5, Tumble +8
Feats: Two-Weapon Fighting, Weapon Focus (Double Axe)
Environment: Any land and underground
Organization: Solitary or gang (3 - 10)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6 - 10 Hit Dice (Medium); 11 - 15 Hit Dice (Large)

Rough, crude, and bestial, rutterkins understand nothing but brute force. These bullying demons are mean and cruel, trapped in a life of never-ending pain, unhappy unless they are inflicting violence. They roam the Hells in gangs, avoiding those more powerful and hunting those weaker (or even a solitary powerful creature if they can gang up on it). These demons are outcasts even in the Hells. Of all other demons, only the chasmes treat them as allies, and that is only because they find rutterkins easy to master and dominate.

Rutterkin are the misshapen results of the foul and chaotic energies that course through the Hells, formed in a process not unlike the disease known as warp touch. As such, they are always in pain and frequently howl and grimace, writhing and contorting as their corrupted bodies mutate with no rhyme or reason. The forms the rutterkin are cursed with are not always the most efficient, and about 10% of the time, a rutterkin is so malformed that one of its arms does not work, or its limp actually slows its speed by 10 feet.

Standing 5 to 7 feet tall, these twisted, malformed creatures usually are hunched over, walking with a stagger or limp. Their skulls are pointed, their eyes small and vicious, and their features asymmetrical and deformed. Their mottled green and blue-violent skin is nearly hairless. No two look exactly alike.

Combat
Rutterkin prefer the use of weapons, and a few even wear armor. They mainly use double axes with crescent shaped blades, but occasionally one wields a longsword with a serrated edge (usually with a shield) or one of the weapons described below. As demons go, rutterkin have few spell-like or supernatural abilities, and they rarely think of valuable or interesting ways of using the abilities they do have.

Spell-Like Abilities (Sp): At will - darkness, cause fear, telekinesis; Once per day - desecrate. Caster level 6th; Save DC 10 + spell level.

Summon Demon (Sp): Once per day, a rutterkin can attempt to summon one rutterkin with a 15% chance of success or one chasme with a 10% chance of success. This ability functions like a summon monster spell except for the limited chance of success. On a failure, no demons answer the summons. Summoned demons automatically return whence they came after an hour. A demon that has been summoned cannot use its own summon demon ability. Most demons do not use their summon ability lightly, since it leaves them beholden to the summoned creatures, generally using it only when necessary to save their own lives.

Demon Traits: Demons can communicate telepathically with any creature within 100 feet that has a language. Rutterkins are immune to electricity and poison and they have acid resistance 20, cold resistance 20, and fire resistance 20.

Outsider Traits: A rutterkin has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Rutterkin Weapons
All rutterkin are proficient with the double axe, snap-tong, and three-armed blade.

Simple Weapons
Medium
Source
Cost
Damage
Critical
Range
Increment
WeightType
Three-Armed Blade
BoVD
-
1d10
x2
20 feet
3 lbs.Slashing
Large
Source
Cost
Damage
Critical
Range
Increment
WeightType
Snap-Tong
BoVD
-
2d6
x2
-
12 lbs.Piercing

Snap-Tong: Many rutterkin carry this Large exotic weapon rather than a double axe. A wielder that hits an opponent of Small to Large size can attempt to start a grapple as a free action within provoking an attack of opportunity. If the wielder gets hold, the snap-tong grabs the opponent and deals 2d6 points of damage each round the hold is maintained.

Three-Armed Blade: This is a 1-foot wide, three-bladed wedge that is launched from a sling-like device.

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